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Later… June 28, 2010

Posted by Bezurk in Death Knight, Other.
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Detriment - Shadow's Edge



Shadow’s Edge June 18, 2010

Posted by Bezurk in Death Knight, General, Raiding.
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Now, as you probably know, Shadow’s Edge is the axe forged out of the stupid amount of Primordial Saronites, along with Festergut and Rotface’s blood, and (for some reason, as a ‘template’) Light’s Vengeance, Artha’s old bashy stick. It’s the axe all Death Knights, Warriors and Paladins aspire to. After the long quest chain involving the end-wing bosses in 25 mans, killing 1000 mobs, and generally doing what Mr. Boss Mograine tells you, you get that even lovelier axe…. Shadowmourne (even if a part of me dies inside when a Paladin gems it with Armor Pen).

My Death Knight, Detriment, was fortunate enough to get the acids today in a ‘good’ ICC 25 PuG. Of course, that meant doing the 5-minute quest to kill an elite with 150k HP as well as about 10 billion ghouls, and of course I did it in my Unholy PvP spec, and bad PvP gear. It got done in the end, anyway. Then-

WHAAAAAAA!!111!!! zomg 25?!!!?!

I have 3 Primordial Saronite currently. While, if I work at it, I can manage at least 4 saronites a week through grinding randoms on my various 80s, the weekly raid and VoA when the oppurtunity arises, this will still take over a month to grind out. Ooof.

I’m not the sort that has money pouring out of every orifice either, so I could (maybe) buy another couple a week. That’s still just under a month. Just a little speculation (alright, outright QQ), but surely Blizz you could look at lowering the cost of the Primordials? Or make them easier to get? Kthx

But then, assuming they did do that (which they probably won’t), it would lose some of its prestige. You can look at it as a ‘wow’ weapon (Yes, it is in WoW), or ‘wtf did that guy buy gold llolololllool’, but judging by the stats, the epic factor and the questline, it’s looking like an awesome weapon and worth the gold / emblems / lucky rolls.

For tanking.

Gearscore and Achievements June 4, 2010

Posted by Bezurk in General, Raiding.
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It’s like Marmite… you love it or you hate it. (Personally, I’m a fan. Of Marmite.) But it makes you wonder: How did we ever manage to play the game pre-3.2ish, and how did we ever manage pre-Wrath, before Achievements?

For me, the obsessiveness over Gearscore is downright annoying. Call me a hypocrite, yes, I do have the addon. But I use it to give a general idea of what a run ‘could’ be like, mostly in a PuG. When I run a raid, I don’t demand a certain level to satisfy egos, due to the fact it is a lie – Gearscore is not a measure of gear, it is an abstract measure of iLvl. Theoretically (though why eludes me) a plate wearer could have 6K Gearscore wearing cloth gemmed for Spirit with enchants for Stamina and Defense. Maybe if it was called ‘Item-level-score-but-only-item-level-don’t-bother-with-enchants-or-gems-Score’ I’d be more sympathetic (how many people would type that for a search?). But none of this is taken into account. Sometimes you’ll find an item with a lower Gearscore is better (cue Darkmoon Card: Greatness) than that of a higher Gearscore.

This brings me onto achievements. Now, when we win Wintergrasp for the first time that day, there’s a lot of ‘LFG VoA 10/25’. Then the raid leaders want an achievement to show you bumbled through a 4-boss dungeon (of which you maybe do 2) and are clearly pro because of this. Frankly, it’s moronic. It’s possible to receive boosts and be carried through raids by people that know what they are doing, but in doing so the guy who has spent weeks learning what to do, or has done it on 5+ other characters, will lose out to the noob who got a boost – all down to an achievement.

Don’t get me wrong – Gearscore and Achievements have their uses, but they should not be abused the way they are. Yes, you wouldn’t take someone with 3K into ICC 25 – they just aren’t geared. But you could probably have got that just by looking at their avatar / health / mana. And Achievements – the novelty ones that reward you for cool stuff are nice, like Loremaster or Master Angler of Azeroth, but again the necessity to get the achievement before you set foot in the instance is downright disgusting. It’s killing the game, and making it less fun. And not much is being done about it.


You gotta do what you gotta do. June 2, 2010

Posted by Bezurk in General, Raiding, Rogue.
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Reset day – and we won VoA, oddly enough. Of course, as soon as we won droves of people spammed trade with LFG VoA 10/25. So, logging my rogue, I joined a 10 man, which then went on to do 25. Both raids were largely whine-free (i.e. less than half), no wipes, no spectacular good to pear-shapedness.

Now, the reason I bring this up is that it occured to me, that, a few weeks ago, I was pulling higher DPS. This week, on Tora 25 man, I was 6th DPS with 7.4k. Not too bad – but the week before I managed 8.2k, same gear, same instance, slightly different puggers, but virtually all buffs present and accounted for (there is an Armory link to the right if you don’t believe me 😉 ).

Why is this?

It occured to me I may have messed up the rotation, or just been trally unlucky with procs and the like, but then there was another. I’d just been going in, ‘dum-dee-dum’, not really striving to push what I could out (can be applied to many situations). But does that account for an 800 DPS loss?

Actually, yes. It does.

You have to want to push out the DPS. You have to want to smash that mob’s face in (or nip the back of its ankles, anyway). You have to have that desire to go ‘I will pwn you’. You can’t just semi-afk if you really want to do the damage.

And those damn legs still didn’t drop this week.

New 80 Tank? June 1, 2010

Posted by Bezurk in Death Knight, General, Guide, Paladin, Warrior.
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Now, it is possible to tank as a new level 80 (although if you go PuGging don’t expect the DPS / healer to help you out/ not rofl that you don’t have 50k hp unbuffed / haven’t got Kingslayer even though they only dinged last week) contrary to what you may have heard. With heroic farming being incredibly easy now thanks to the LFD tool, and the shortage of tanks, it’s possible to be ICC ready inside a week.

But –

Before then, you are going to have a challenge on your hands. As a new 80 tank you will need perseverance if you want to tank endgame content. It’s going to hurt initially. Battlegroup dependent, you will encounter lots of elitist  pricks (or just a few), or even just general pricks. It’s a hard life as a new 80. Give it a week and you’ll be laughing.

Anyway… in this post we will be looking at the stats for tanks, and the  gear for plate tanks (sorry Druids 😦 ) so they are ready to heroic when they hit 80. A little note: as a tank it’s worth doing some research about your class since you need to know what you are doing as a tank – it’s obvious if you screw up, so go check out something like Tankspot.

Quite simply, tanks look for various stats, to improve health, threat generation and mitigation (or avoidance). There are primary stats and secondary stats:

Primary Stats

Stamina – More Stamina = more hit points. A high priority for a tank, but don’t make the mistake of purely looking for stamina.

Dodge Rating / Parry Rating – This increases your chance to dodge or parry a melee attack respectively – this increases your ‘Effective health’ – a good way to explain this is take 2 tanks. One has 50,000 HP and no avoidance, the other has 30,000 and 20% of each avoidance. Both are hit for 100 melee swings doing 10,000 damage each. Tank 1 must be healed for 1,000,000 as all attacks hit them – Tank 2 takes 600,000 as 20% of the attacks are dodged, and 20% are parried. Thus, Tank 2 has more Effective Health.

Shield Block Rating (Warriors/ Paladins only) – This increases your chance to block a melee attack. Note Shield Block Value is different (see below).

Shield Block Value (Warriors/ Paladins only) – This increases the amount of damage you block when you block a melee attack.

That covers the stats you need for mitigation and health. Onto

Secondary Stats

Strength – This increases your damage – more damage = more threat. For Warriors/Paladins it also increases their Shield Block Value (1 block value for every 2 Strength).

Hit Rating – This increases your chance to hit an enemy creature (or more accurately, reduces your chance to miss). More hits = more threat, if you miss an attack it equals no threat.

Expertise Rating – this reduces the chance your attacks will be dodged or parried – same idea as hit, as dodged or parried attacks cause no threat.

That basically covers the stats you want as a tank. Very rarely will you look for other stats (apart from Death Knights, with their non-Defense weapons, who may look for Armor Pen or Haste to maximise threat). On a side note, it’s worth remembering Agility – while not a recommended stat, it does grant Armor and Dodge (alongside a small amount of Crit) – for this reason Mongoose can be chosen as a valid tank enchant. But that’s going on a tangent.

Anyway, here’s a list of good pre-80 gear to aim for, assuming you can’t get crafted items or runs in ToC / ICC normal 5-mans, along with their respective enchants.

If you want links, copy the name of the item / quest / enchant into Thottbot or Wowhead or a similar site. Yes, I’m lazy sometimes. A note: This is assuming Best-in-Slot avoiding BoE items, purely from quest rewards / dungeon drops / reputation rewards. Also, I’m only recommending easily available and cheap enchants, as you will most likely replace gear quickly when you start heroics.

 There are BoE items available that are superior, and by all means utilise them (i.e. go and find a Blacksmith with 425+ skill, take some Eternal Earth and a lot of Saronite Bars to them and /y Make Stuff!!!)

Head: The Crusader’s Resolution – From: The Crusaders’ Pinnacle, quest reward (Icecrown) – Enchant: Heavy Borean Armor Kit OR Arcanum of the Stalwart Protector

Neck: Amulet of Deflected Blows – From: Skadi the Ruthless, Utgarde Pinnacle

Shoulders: Pauldrons of Reconnaissance From: Halls of Stone, quest reward (Halls of Stone) – Enchant: Heavy Borean Armor Kit OR Lesser Inscription of the Pinnacle

Back: Flowing Cloak of Command – From: Salramm the Fleshcrafter, The Culling of Stratholme – Enchant: Titanweave

Chest: Silver-Plated Battlechest – From: Junk in My Trunk, quest reward (Utgarde Pinnacle) Enchant: Greater Defense OR Mighty Health

Wrist: Svala’s Bloodied Shackles – From: Svala Sorrowgrave, Utgarde Pinnacle – Enchant: Major Stamina

Hands: Gauntlets of Vigilance – From: The Reckoning, quest reward (Storm Peaks) – Enchant: Armsman (Note: Daunting Handguards are better if you can get a Blacksmith to craft them).

Waist: Girdle of Obscuring – From: Mage-Lord Urom, The Oculus – Enchant: Eternal Belt Buckle (+ Cobalt Frag Bomb tinker for Engineers)

Legs: Special Issue Legplates – From: Argent Crusade, Honored – Enchant: Jormungar Leg Armor

Feet: Slaughterhouse Sabatons – From: Salramm the Fleshcrafter, The Culling of Stratholme – Enchant: Greater Fortitude (Note: Toxin-Tempered Sabatons from Honored reputation with  Knights of the Ebon Blade are identical – sorry DKs, only Shield Block Value here. Ho hum.)

Ring 1: Dragonflight Great-Ring – From: Ley-Guardian Eregos, The Oculus

Ring 2: Gal’darah’s Signet – From: Gal’darah, Gundrak

Trinket 1: Seal of the Pantheon – From: Loken, Halls of Lightning

Trinket 2: Variable (Jewelcrafting / Alchemy trinkets are viable, failing that then Crusader’s Locket, from Defending the Vanguard, quest reward (Icecrown) unless you have another old tanking trinket).

Weapons (Warrior / Paladin)

Weapon: Eternally Folded Blade – From: Volkhan, Halls of Lightning – Enchant: Titanium Weapon Chain (it’s cheap and offers some easy hit rating)

Shield: Leeka’s Shield – From: Mal’Ganis, The Culling of Stratholme – Enchant: Defense

Weapons (Death Knight)

Dual Wield:

Weapon 1: Crescent of Brooding Fury – From: WANTED: Ragemane’s Flipper, quest reward (Zul’Drak) – Enchant: Rune of the Nerubian Carapace

Weapon 2: Crimson Cranium Crusher – From: The Champion of Zul’Drak, quest reward (Zul’Drak) – Enchant: Rune of the Nerubian Carapace

Two-handed: Dreadlord’s Blade – From: Mal’ganis, The Culling of Stratholme – Enchant: Rune of the Stoneskin Gargoyle

Ranged / Relic:

Ranged: Weighted Throwing Axe – From: Changing the Wind’s Course (Horde) / Sirana Iceshriek (Alliance), quest reward (The Storm Peaks)

Libram: Venture Co. Libram of Protection – From: Vendors, Grizzly Hills (30 Venture Bay coins)

Sigil: Not much, but Sigil of the Frozen Conscience is probably best, failing using the original Sigil of the Dark Rider – From: Vendors, Grizzly Hills (30 Venture Bay coins)

That more or less covers it. With these items, you’ll be the best you can be (mostly), without BoE items, expensive enchants, and running ToC 5 normal / ICC 5 normal (which, if you random and don’t want to do dungeons the old fashioned way of walking in and out, only become available at 80 anyway).

Hope this guide helped you out 🙂

WTB Views May 21, 2010

Posted by Bezurk in General.
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So, the blog’s been around a couple of weeks… it’s been quiet. /pray for a few more views – not a long post, but the views are like my rolls at the moment – hopes for lots, but it’s low in reality.

Come see this here blog, and see what you think y’all.

Warriors and You: Levelling as Prot – Part 1 May 19, 2010

Posted by Bezurk in General, Warrior.
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A short note: This turned out to be way longer than expected, so I am seperating this into 2 parts. This first part looks at racial abilities and the benefits of levelling Prot. Also, Linedan at Atchung Panzercow has been doing a similar guide – SYWTBAPW. Part 1 is here, Part 2 is here and Part 3 here.

So you rolled a Warrior. Good choice. Now get him a sword and shield and you’ll —

Hold it a second! Did you just say a shield??!!!11!!!!!1!

Yes, you can level Protection. It may not kill enemies the fastest, but if you want to grind dungeons as a tank, and you want to take 3+ mobs and survive, then Prot is the way forward. With recent buffs to abilities like Revenge, and the general love given to Prot Warriors throughout WotLK, they have become a lot more viable. Personally I prefer the Warrior as a tank – they may not be the kings of AoE chain pulling and tanking 40 mobs at once (and holding them) – but they’re damn good fun and look cool. Of course you could argue that being a troll warrior is noobish, lmaowtf their racials suck roll tauren lulz, but having that feature sets my warrior apart. He’s now the best geared Troll Prot Warrior on server, and it’s just cool.

Anyway, enough about me. Let’s start by evaluating each race in terms of tanking:

Orc – Racially these are decent tanks, and offer some good benefits. Blood Fury gives you that little threat and DPS boost when you need it. Hardiness is highly useful – a 15% reduction on stun times is just cool. Command isn’t much use, but the real trump card (if you can find one) is Axe Specialisation. 5 free expertise tanking with an axe. Woohoo!

Troll – Ok, racially, these aren’t the best, so mini-maxers won’t pick them for tanking – even so, we’ll look at the benefits. Berserking offers a small TPS and rage generation boost – through a few more melee hits and more Heroic Strikes. Regeneration is nice for soloing – but the regeneration is minimal for raid tanking. Beast Slaying is excellent against Beasts – 5% damage is not too be sneezed at. Da Voodoo Shuffle is nice for movement-heavy encounters.

Tauren – these are probably the best tanks, with high Strength and Stamina. War Stomp offers a little more control with a multi-target stun, Endurance gives ~400 health at level 80. Cultivation is only useful as a Herbalist, although Lifeblood is useful in certain situations as a tank, and Nature Resistance offers a little more help in mitigating spell damage.

Forsaken – These would appear to be the weakest tanks, but are quite good within PvP and certain situations. Underwater Breathing offers the oppurtunity to fight for an extended period underwater (~10 minutes). Cannibalize makes for useful downtime reduction and fast PvP recovery. Will of the Forsaken is a very powerful ability when used in the right situation, and Shadow Resistance is useful to help mitigate spell damage of this type.

So, for you hordies, a Tauren is the way to go as a tank, with an Orc in second place. However – this is only trying to max out capabilities – if you like aesthetics, pick the race you like most as it’s not game changing to play a Tauren over a Forsaken, but you may enjoy a Forsaken more (which is what it’s all about really, enjoyment ^^).

Onto the Alliance:

Human – These don’t make bad tanks, Every Man for Himself makes breaking that annoying stun much easier. Perception is situationally useful against stealthers, but the most useful ability is +3 expertise with Swords and Maces. The Human Spirit and Diplomacy don’t help a great deal tanking.

Dwarf – Probably the best Alliance tanks. Stoneform offers an additional CD to mitigate more damage and removing a variety of DoTs (also useful in PvP). Frost Resistance helps to mitigate some incoming damage from this spell type – Mace Specialisation makes hitting that expertise cap easier. Gun specialisation is little use for tanking, as is Find Treasure.

Gnome – the weakest tanks statwise (and damn annoying imo), these can be surpisingly effective: Arcane Resistance helps a little on such spell users, while Escape Artist increases your mobility – very useful in certain situations. You may see some benefit from +15 Engineering, but 5% Intellect does the Warrior few favours.

Night Elf – this class makes for surprisingly good tanks. Shadowmeld is like a mini-Vanish, but won’t save you in a raid. However, Quickness is amazing – a -2% chance to be hit! Nature Resistance helps a little against such spellcasters, Wisp Spirit helps with wipe recovery, and Elusiveness buffs Shadowmeld slightly.

Draenei – These tanks have their benefits – Gift of the Naaru is an attack power scaling HoT increasing with level, helping to take the edge off healers when the going gets tough. Gemcutting helps the JC Warriors out there, Shadow Resistance helps mitigate such damage, and Heroic Presence makes that issue of hit (for you and your group / raid) easier to deal with.

Of the Alliance, Dwarfs and Night Elves compete for the top spot – Dwarfs have the most appropriate stats and a tanking CD, while Night Elves get a reduced chance to be hit (and have high Agility for more dodge 😉 ). Again, it comes down to the looks – what do you prefer?

Guild Issues May 17, 2010

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I didn’t get the chance to post yesterday due to dealing with the aftermath of a member emorage quitting and an officer leaving the guild. I’ll not go into it in depth, but it does lead you to think about how they work somewhat like a social community IRL.

Our guild aims to be a casual, friendly raiding guild. Currently in ICC 10 we have 8/12 progression: we’ve not been to the Blood Wing yet but we have downed Putricide once. Since then, we had a massive influx of new players – both good and not so good, pleasant and unpleasant. There’s a solid core, but many of the newer players haven’t integrated too well with the guild. We attempted to organise an ICC 25 run with friends, and had a good number of people signed up – due to what happened in guild it ended up being a semi-PuG and we couldn’t down Marrowgar for the simple reason that it was unco-ordinated, some people weren’t geared or competent, and nobody DPS’d those damn spikes… it was horrible. Incidentally, earlier in the week I’d done a pure PuG on my Rogue – it was wonderful, Lower Spire down in 45 minutes, no wipes, no complaints, and a nice dagger for my PvP spec (Heartpierce). Contrasted with a horrific semi-guild run, it seems damn strange…

But this is moving away from the point a bit. Our GM came on in the aftermath, and kicked a few new members that had done nothing but cause problems.  Then he told us that the guild was here as a progression guild, we were mostly focused on 10 mans, 25 wasn’t off the cards but maybe we can clear 10 man first? And let’s get a few more members who genuinely want to progress with the guild instead of tagging along for some loots to leave and join another guild. And maybe a couple more healers too.

Now, we have enough members that we can have 2 seperate ICC runs going on the same night with a bit of luck, and the GM would like to see one run put on an extended lockout until LK is down, so instead of doing 6-7 bosses comfortably each week, we can actually progress on pains like Sindragosa and down Putricide more easily (i.e. not by the skin of the teeth). The other run can go for alts, and other members who didn’t get into the progression group (or need loot from earlier bosses, cue Neverending Winter not dropping for another week). It’s balancing the guild’s aims with the desires of the players that seems to be the problem. But we can’t seem to find members that are all dedicated to achieving the same thing.

But… reflecting on it, guilds are never going to be perfect. Some people will always make it a rockier ride – but then, guilds wouldn’t be so interesting without the drama, I suppose.

Death Knight Rune Management May 15, 2010

Posted by Bezurk in Death Knight, General, Raiding.
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I’ve taken to tanking on my death knight a fair bit now – it’s quite interesting, and something of a departure from the way a Warrior works. In the endgame,  a warrior spams Heroic Strike while using Revenge, Shield Slam, Devastate, Shockwave and Rend (and the occasional Thunder Clap). But Death Knights have the limitation of Runes and Runic Power.

While Blizz intends to fix this in Cataclysm, currently managing your runes is key to playing a death knight halfway decently. Currently, mine is dual specced for Blood and Frost tanking.

Why, you ask? Blood has excellent single-target capability through high damage via Heart Strike and Death Strike. Death and Decay alongside an improved Blood Boil make it possible to AoE tank – but it’s difficult to get instant AoE threat while you set up diseases. Personally, I like it for tanking bosses within raids that follow a largely tank-and-spank strategy while not having lots of adds.

Incidentally, that’s another thing – a Warrior can let Rend drop without suffering much, and Sunder Armour just happens while you deal threat via Devastate – but you must watch for your diseases dropping off (possibly one of the best glyphs ever: Glyph of Disease, refreshing diseases on your current target – essential for a fight that’s lasting longer than 20 seconds), because it incurs a heavy TPS (threat per second) loss; first, through the DoTs Frost Fever and Blood Plague not being active on the target, and secondly because Blood Boil and Heart Strike damage increases when your diseases are active.

Now, Frost doesn’t have the active cooldowns of Blood, or the self-healing, or quite so much single target TPS. But it does have excellent AoE capability (including instant aggro-grabbing threat) and it has the passive mitigation that Blood lacks. This means you can hold aggro on those pesky Warriors/ Paladins / <insert high damage instant AoE class here> that Whirlwind or Divine Storm straight off the mark.

This is going on a bit of a tangent from my initial point, however – Death Knights are limited heavily by their runes. On a ~10 second cooldown individually, 2 of Blood, Frost and Unholy runes means that you have to watch and understand how your runes work. On the surface it seems simple – but it’s actually quite difficult to get the hang of. Abilities like DnD offer that good high-threat AoE, but at a cost of 1 of each rune it’s expensive. Then each spec has access to a 1 Unholy 1 Frost ability (Death Strike / Obliterate / Scourge Strike for Blood / Frost / Unholy death knights respectively), which, while expensive, does a lot of damage – and for Blood, Death Strike gets you those all-important Death Runes. Then you have single-rune abilities, which you need to understand what each applies, how they work in conjunction with each other… and a miss / dodge / parry for those under hit and expertise caps messes up this carefully researched and planned rotation…

To cut my incessant rambling short, it takes a lot of work to maximise your capability as a Death Knight, against common belief. Working out when 6 runes will come off cooldown while watching runic power to see if you need to pop Icebound Fortitude – it’s quite intense. And it’s damn good fun. But I look forward to the rune changes, so that instead of 6 individual runes, 3 sets of runes will be available – if it works right, it should make the death knight a lot more forgiving to play.

Caps, caps, caps (but not that kind of CAPS) May 14, 2010

Posted by Bezurk in General, Rogue.
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(EDIT: Armor Pen has been sorted)

Rogues live and die by ’em… Hit caps, Expertise caps, Armor Pen caps (even crit caps if you are stupidly well geared) – why so many? It’s always baffled me that rogues are so dependent on reaching these targets before they can flesh (Forsaken excluded)  out other stats, like Agility and Attack Power. Now, a new 80 Rogue is pretty much screwed trying to reach those – the only vaguely attainable one is the special Hit cap  in the early stages of gearing rogues, although expertise ‘could’ be reached by getting the Trollwoven crafted gear, although it sucks compared to easily available gear now for a lot less effort.

Here’s a run through of all of the various ‘caps’ Rogues need to be aware of:

Hit cap. There’s 3 of these for Rogues:

– The 8% hit cap, which guarantees your specials will hit (or more accurately, not miss, as they can still be dodged / parried without expertise: more on that later). This is 99 hit rating with Precision, and 263 without.

– There’s the 14% cap, which allows your poisons to always hit (they are resisted rather than missing – I don’t know if Spell Penetration affects this, as it lowers spell resists and poisons deal Nature-based damage). This is 315 hit rating with Precision – and is 479 without. Important note: Not only does Precision increase your chance to hit, it also increases poison’s chance to hit.

– Finally there’s the hard cap of 27% – this is 754 hit rating with Precision. In high-end gear it may be possible, but it will ‘gimp’ and neglect other stats so much that this isn’t worth bothering with. Just aim for the poison cap and you will be fine.

Expertise Cap. The soft cap (so you are never dodged) is 27 – however, 26 is also viable as you only leave a 0.06% chance to be dodged. The hard cap is about 56 – but this is assuming you stand in front of your target, which as a good rogue, you will never do, right? So ignore that one. Another note: Combat get 10 Expertise from talents. Assassination doesn’t, so you will need to gear / gem more for Expertise.

Armor Penetration: The Armor Penetration cap (to ignore 100% armor) is 1400. This does include trinket procs and the like, so if you can get something like the Needle-Encrusted Scorpion, which procs for 687 rating (with a ~10% proc chance on a crit, ~50 second internal CD for the number crunchers) means you would need 713 ArP from gems / gear to make up that cap. Currently, it seems that it’s the important one for Combat Rogues as most of their damage is physical (ie not from poisons). Assassination: Ignore this, not much good to you 🙂

Haste: Apparently there is a haste cap of around 32%, but rogues are naturally limited by energy regeneration anyway (as opposed to mana) – but more haste means more energy, via OH procs in Combat (Combat Potency)

Crit cap: This is a funny one. Dinaer at Forever a Noob did a great post explaining this a few months ago.  Crit cap post – This explains it really well, far better than I could put it.

By and large, that covers a rogue’s caps – get your poison cap, your expertise cap, and for the most part you’re sorted.